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General Tabletop Discussion
*Dungeons & Dragons
A Maze that works in actual play?
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<blockquote data-quote="Quickleaf" data-source="post: 7163530" data-attributes="member: 20323"><p>Playtesting is slow, but still going at it, thanks. Dang thing called real life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Yeah, I've had the same experience as well. The closest I came to an interesting maze was running Planescape – short version, two players entered one of the Lady of Pain's mazes to find a mazed villain who had information they needed. I set up a teleporter puzzle in the maze, with lots of clues about the maze having a metaphorical meaning of the villain being "trapped in the past." Various archways - on certain sides of each teleporter door – had symbols, some of which were associated with the future (e.g. children, seeds/saplings) and some associated with the past (e.g. elders, old trees). I think the solution was walking backward through a "past" arch. Been a while. Basically, the whole thing was gathering clues to deduce a solution to a puzzle keeping them trapped within.</p><p></p><p>That approach might apply well to what I'm attempting here, actually.</p><p></p><p></p><p></p><p>I don't feel a need to dictate a "right way" in regard to character skill & player skill. Every DM has their own approach. Personally, I'm always engaging both, even if my natural inclinations are to emphasize player creativity and skill. </p><p></p><p>For example, with my garden maze scenario, a player might be running a PC proficient in cartography. He might ask, "Hey, we've been wandering around unable to find an exit. I know about maps. Do I notice anything unusual about the construction?"</p><p></p><p>And I would say, "Yeah, you've been taking some sketches and mental maps, and you're pretty certain there must be a 10-foot wide circular passage wrapping around the razorvine-covered lattices on each level of the gardens."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7163530, member: 20323"] Playtesting is slow, but still going at it, thanks. Dang thing called real life. ;) Yeah, I've had the same experience as well. The closest I came to an interesting maze was running Planescape – short version, two players entered one of the Lady of Pain's mazes to find a mazed villain who had information they needed. I set up a teleporter puzzle in the maze, with lots of clues about the maze having a metaphorical meaning of the villain being "trapped in the past." Various archways - on certain sides of each teleporter door – had symbols, some of which were associated with the future (e.g. children, seeds/saplings) and some associated with the past (e.g. elders, old trees). I think the solution was walking backward through a "past" arch. Been a while. Basically, the whole thing was gathering clues to deduce a solution to a puzzle keeping them trapped within. That approach might apply well to what I'm attempting here, actually. I don't feel a need to dictate a "right way" in regard to character skill & player skill. Every DM has their own approach. Personally, I'm always engaging both, even if my natural inclinations are to emphasize player creativity and skill. For example, with my garden maze scenario, a player might be running a PC proficient in cartography. He might ask, "Hey, we've been wandering around unable to find an exit. I know about maps. Do I notice anything unusual about the construction?" And I would say, "Yeah, you've been taking some sketches and mental maps, and you're pretty certain there must be a 10-foot wide circular passage wrapping around the razorvine-covered lattices on each level of the gardens." [/QUOTE]
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